World of Synnibarr is a tabletop role-playing game, the brainchild of one Raven C. S. McCracken. In the opinion of many who've tried to play it, it is a serious contender for worst role-playing game ever. 1 Though nowadays everyone pretty much agrees that FATAL is worse. Much, much worse.

The setting is a nigh-impenetrable mish-mosh of high fantasy, dark fantasy, and over-the-top elements, with wars lasting for tens of thousands of years and 72-headed hydras, all of whom may or may not be living inside a hollowed-out planet Mars bound for another star system.

Pelleum, a metal 11.5 times as dense as steel, costs $1000 an ounce. A 2.7 lb, 1" ball of pelleum for use in a sling? $1.

Cybernetics add their hit point total to your character's hit point total. In other words, you can drop $5,000 dollars for 50,000 life points hit points at level 1, hitting the mortal cap.

Ain't No Rule saying that you have to pay the extra cost for a Pelleum arm blade when you spend skill points.

I Know Your True Name: The Amazon special ability Call Spirits requires the user to know the name of a dead person in order to summon their spirit and speak to them.

Language of Magic: Venderant Nalaberong is a language that was used by the Elder Gods to create the Centiverse. Anyone who knows how to speak it can perform ultra powerful magical spells that are the strongest force in the Centiverse and can't be stopped by any other power.

Precision-Guided Boomerang: A Dwarf Hammer will return to the dwarf who threw it from up to 1,000 feet away. This ability only works once per Character Level of the dwarf per day, and takes a while to do so.

Rule Zero of every role-playing game is supposed to be "The GM is always right," right? Not so in the World of Synnibarr! The GM is required to write his adventure notes down before the game begins, and then show them to the players after the adventure is over — and if the players can show that the GM deviated from his written notes, the GM is required to award them bonus experience points.

On page 332, it states that the GM "may not, however, deviate from the rules as they are written, for if he or she does and the players find out, then the adventure can be declared null, and the characters must be restored to their original condition, as they were before the game began." Any GM can tell you this is flat-out impossible, unless you put the whole thing on rails.

Science Fantasy: Seems like the authors were aiming for it. The end result is... weird.

Telepathy: The Aquarian race has telepathy that works on sea creatures. It allows communication as well as hypnotic control.

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